2024-08-05 11:08:28 +00:00
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using CodingLand.Scripts.Logic;
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2024-08-04 15:00:26 +00:00
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using Godot;
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namespace CodingLand.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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2024-08-04 15:00:26 +00:00
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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2024-08-05 08:30:50 +00:00
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[Export] public Timer PlayerDashCountdown;
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[Export] public float PlayerDashAcceleration = 2f;
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2024-08-04 15:00:26 +00:00
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2024-08-05 11:08:28 +00:00
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[Export] public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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public void SetPlayerId(int id)
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{
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PlayerId = id;
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PlayerInput.SetMultiplayerAuthority(id);
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}
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public override void _Ready()
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{
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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}
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2024-08-05 11:08:28 +00:00
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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2024-08-05 08:30:50 +00:00
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2024-08-05 11:08:28 +00:00
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if (PlayerInput.IsDashing && PlayerDashCountdown.IsStopped())
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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PlayerDashCountdown.Start();
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}
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2024-08-04 15:00:26 +00:00
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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}
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